About Astrianna Sparacello DMPC/Combat resources:
Melee: [dice=Tactical Knife vs KAC]1d20+10[dice] [dice=Tactical knife damage, slashing]2d4+6[dice] Ranged: [dice=Hailstorm Zero Pistol vs EAC]1d20+13[dice] [dice=cold damage]2d6+5[dice] Crunch:
Astrianna Sparacello
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Str 12 (+1) Dex 18 (+4) Con 14 (+2) Int 14 (+2) Wis 12 (+1) Cha 21 (+5.5) Spd: 6 metrons
Low-light vision, 60ft darkvision (infrared sensors) EAC: 23 (+4 dex, +9 armor)
Stamina: 104/104 (+8 /lvl)
Resolve Points: 12/13 (+6 (1/2 lvl) +5 Cha +2 feat) Fort +9, Ref +13, Will +12 (+14 against enchantment) Status= norm BAB: +9 Melee: Tactical Knife (+10 attack (+9 BAB, +1 Str), 2d4+6 (+5 wep spec, +1 Str) S) Ranged: Laser pistol, corona (+13 attack (+9 BAB, +4 dex), 18 metron range, 2d4+5 (+5 wep spec) F dam, Crit: 1d4 Burn, 20/20 charges) Rune of the Eldritch Knight: Weapon treated as magical for bypassing DR and Incorpeal creatures Armor check Penalty: 0 Total [-0 load, -0 Armor] Armor Proficiency (Light) Weapon Proficiency (Basic melee weapons, grenades, small arms)) --------------
(Half-elf bonus feat) Skill Focus: Bluff (lvl 1) Skill Focus: Diplomacy (Lvl 3 bonus) Weapon Specialization: (Basic melee +1 dam per lvl, small arms +1/2 dam per lvl, does not apply to grenades) (lvl 3) Veiled Threat: Using intimidate to Bully a creature only makes them Indifferent instead of Hostile. (Lvl 5) Skill Focus: Intimidate (Lvl 7) Quick Draw (lvl 9) Great Fortitude (lvl 11) Iron Will (Lvl 13) Extra Resolve --------------
Mixed Reactions:
Expert on the Cult (Devourer) You are the foremost experts in the field of Devourer study and know many of the hidden secrets of the devotees of the Devourer. You won't have to roll to answer most questions on the subject and gain a +5 bonus on sense motive to discover a hidden agent of the Devourer. Also your dreams are occasionally more disturbing then they used to be. Child's Play (4) Automatically succeed in hacking any computer tier 4 or below. -------
120 skill points (66 Envoy, 14 Int, +10 per level) Skill Name: Bonus (Breakdown) Acrobatics: 17 (+10 rank +4 dex +3 class Envoy) Athletics 14 (+10 rank, +1 str, +3 class skill Envoy) Bluff: 24 OR 21 + 1d8+2 (+13 rank, +5 cha, +3 skill focus +3 class Envoy, EXPERTISE) Computers 18 (+13 rank, +2 int, +3 class Envoy) Culture 17 + 1d8+2 (+11 rank, +2 int, +3 class Envoy, +1 Icon bonus, EXPERTISE) Diplomacy: 24 OR 21 + 1d8+2 (+13 rank +5 cha 3+ skill focus +3 class Envoy EXPERTISE) Disguise: 13 (+5 rank +5 cha, +3 class skill) Engineering: 6 (+1 rank, +2 int, +3 class skill Envoy) Intimidate: 24 or 21 + 1d8+2 (+13 rank +5 cha +3 class Envoy, +3 skill focus) Medicine: 2 (+2 int, class skill) Perception: 19 (+13 rank, +1 wis, +2 Keen Senses, +3 class Envoy) Piloting: 8 (+1 rank, +4 dex, +3 class skill) Profession (Video Personality): 26 (+12 ranks +5 cha +1 Icon bonus +3 class Envoy +4 profession kit) Sense Motive: 16 +1d8+2 (+13 rank +3 class Envoy EXPERTISE) Sleight of Hand: 8 (+1 rank, +4 dex, class skill) Stealth: 8 (+1 rank, +4 dex, +3 class skill Envoy) Languages [Common, Castrovelian, Elven, Draconic (int bonus 1), Vesk (int bonus 2) Vercite (Culture 1), Shirren (Culture 2), Goblin (Culture 3), Drow (Culture 4), Eoxian (Culture 5), Azlanti (Culture 6), Dwarf (Culture 6) Kishalee (Culture 7) Celestial (Culture 8)] ------------------
+1d6+2 if >= 1 Resolve Point -Sense Motive (Lvl 1) -Diplomacy (Lvl 1) -Bluff (lvl 5) -Intimidate (lvl 9) ----------------
Slick Customer (Ex; Diplomacy) When you attempt a Diplomacy check, you can choose not
Convincing Liar (Ex; Bluff) When you attempt a Bluff check, you can choose not to roll your expertise die until later. After you determine what the check’s result would be, you can choose to either roll your expertise die and add the result to the total or forgo the expertise die and reroll the check. At 9th level, you can spend 1 Resolve Point to reroll the check and add the result of your expertise die. Keen Observer (Ex; Sense Motive) Whenever you interact with a creature under a mental effect for at least 1 minute, the GM attempts an automatic secret Sense Motive check for you without your expertise die. On a success, you learn about the mental effect. If you specifically request a Sense Motive check to sense mental effects, you can attempt a Sense Motive check as normal, including your expertise die, in addition to this automatic check. ----------------
Saving throw DC: 21 (10 + 6 (1/2 lvl) + 5 (cha)) Inspiring Boost: (31 healed (lvl x2 + cha)) (Language-dependent, mind-affecting, sense-dependent) (1st lvl) As a standard action, you can signal an ally within 30 feet who has taken damage from any attack made by a significant enemy (see page 242) at any point after your last turn ended. That ally regains a number of Stamina Points (up to his maximum) equal to twice your envoy level + your Charisma modifier; at 15th level, this increases to three times your envoy level + your Charisma modifier. Once an ally has benefited from your inspiring boost, that ally can’t gain the benefits of your inspiring boost again until he takes a 10-minute rest to recover Stamina Points. At 6th level, you can spend 1 Resolve Point to add your envoy level to the number of Stamina Points regained. Improved Get ’Em (Ex): Your morale bonus from get ’em increases to +2. As a standard action, you can make a single attack against a target within 60 feet. You and your allies within 60 feet gain the benefits of get ’em against that target (applying these effects before making the attack roll). As with get ’em, you can spend 1 Resolve Point to grant the benefits against all enemies within 60 feet. You must have the get ’em envoy improvisation to choose this improvisation. Don’t Quit (Ex) [mind-affecting, sense-dependent] As a standard action, you can signal a single ally within 60 feet. That ally ignores one condition of your choice until the start of your next turn, chosen from the following list: confused, fascinated, fatigued, shaken, sickened, and staggered. While your ally doesn’t suffer the effects of the condition during that period, the condition is merely suppressed, not removed, and its effects resume at the start of your next turn. The condition can still be removed with spells, technology, and other effects as normal. At 6th level, add the following conditions to the list: cowering, dazed, exhausted, frightened, nauseated, panicked, paralyzed, and stunned. At 12th level, you can spend 1 Resolve Point to remove the condition with this ability instead of suppressing it. You can’t remove a condition with a permanent duration in this way; if you attempt to do so, your attempt fails but you don’t lose the Resolve Point. Hidden Agenda (Ex) You’re an expert at veiling your true thoughts and goals. Whenever a creature attempts a Sense Motive check to detect a deception of yours, the creature must roll twice and take the worse of the two results. When you attempt a saving throw against an effect or ability that would read your thoughts or reveal your motives, you can roll twice and take the better of the two results. Inspiring Oration (Ex) Language-Dependent Mind-Affecting Sense-Dependent You can use inspiring boost as a full action. If you do, all allies within 60 feet of you regain a number of Stamina Points equal to twice your envoy level + your Charisma modifier (up to their maximum); at 15th level, this increases to three times your envoy level + your Charisma modifier. Once an ally has benefited from your inspiring boost or inspiring oration, that ally can’t gain the benefits of either improvisation again until they recover Stamina Points following a 10-minute rest. As with the inspiring boost envoy improvisation, you can spend 1 Resolve Point to add your envoy level to the number of Stamina Points regained. You must have the inspiring boost improvisation to select this improvisation. Sustained Determination (Ex) As a move action, you can spend 2 Resolve Points to grant an ally within 60 feet 1 Resolve Point that he can spend to empower one of his abilities, even if he has spent all of his own Resolve Points. The ally must spend the Resolve Point before the start of your next turn; if he does not do so, he loses the Resolve Point and you still lose the Resolve Points you spent. You can’t grant the same ally the benefits of this ability again until both you and your ally have recovered your Resolve Points after an 8-hour rest or its equivalent. ------------------
Theme Knowledge (1st level): Choose a Profession skill. You are hooked deeply into the culture of your iconic profession. When attempting a Profession or Culture check to recall knowledge about other icons of your profession or details about your profession’s cultural aspects, decrease the DC by 5. You gain a +1 bonus to checks with your chosen Profession skill. Culture also becomes a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Culture checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation. Celebrity (6th Level)
MEGACELEBRITY (12TH)
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Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level. Elf Blood: Half-elves count as both elves and humans for any effect related to race. Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. -----
Currency: 117 credits Clothes: (1) Travel clothes (L), (1) Backpack, Industrial Armor: Advanced lashunta tempweave (L) (+9 EAC, +10 KAC, 3 upgrade slots: 1) Infared Sensors 2) Jump Jets 3) - )) Hand: Ring of Resistance mk1 Weapons: (1) Knife, tactical (L) (1) Laser pistol, corona (L) (2d4 fire, 18 metron range, 20/20 charge, 1 charge per shot) (Level 6 item) (Rune of the Eldritch Knight: treated as magical for bypassing DR and attacking incorpeal creatures) (1) Liquidator disintigrator pistol (1d10 acid, 3 metron range, 20/20 charge, 2 charge per shot) (Level 6 item) (Fusion Seal: Merciful (Lvl 2)) (1) Hailstorm class zero pistol (30/40 capacity) (18 metron range, 2d6 cold damage, 2 charge per shot) (1) Red star plasma pistol (20/20 capacity) (4 metron range, 1d8 Electricity, Fire, Burn 1d8 on crit, Line, Unwieldy, 4 charges per shot) (1) Flare Gun (L) (1/1 capacity, 9 flares) (6) Frag Grenade I (6L)
Technological Items: Personal Comm Unit (80/80, 1/hour) (L) (7 cred)
Techomagical items: (6) serums of healing mk 1 (2) Spell amps of Lesser Restoration (1) Spell amp of Comprehend Language (1) Spell amp of Share Language (1) Spell amp of Remove Condition, Lesser (1) spell gem of flight, (1) spell gem of remove affliction -----------------
5.4/7 Bulk ------------------
Energizing Symbiote MK1: +2 Cha Background:
It's said Elves and Humans have been attracted to one another since even before the Gap. Humans saw Elves as near god-like; their long lives, incredible intelligence, and literally other-worldly beauty drawing them much attention from mankind. On the other hand Elves found humanity fascinating; their drive and passion in the face of their paltry few decades of life was both admirable and difficult to grasp. This attraction played out once more in AG 281 between the Sovyrian Elven Diplomat Bellaluna Sparacello and a representative of Absalom Station's Syndicsguild- Marcus "Red Wyrm" Finley. The Human Techomancer was sent to negotiate the exchange of precious Elven pre-Gap magical items in exchange for specialized magitech. The deal went over better than anyone could have expected, possibly because it was struck in a hot lavender-scented bath after a night of passion between the two dignitaries. Some flame ignited between the ~400 year old, pre-Gap born Bellaluna and the 42 year old Marcus, sparking with the intensity of an electrical current through two dissimilar metals. After two years of romance and weekly meet-ups in either of their luxurious apartments in the Eye, Bellaluna decided she wanted another child without consulting Marcus. Astrianna's father was initially confused, but delighted, when he noticed the elf's pregnancy. That is until she informed him that it was her child and he didn't need to be concerned about it- it would be raised on in Sovyrian as a proper Sparacello family member. Marcus, after spending his life dedicated to his work, had started to finally settle into the idea of starting a family, and believed it would be with Bellaluna. The sudden Elven capriciousness made Marcus "Red Wyrm" show his famous temper that day, and after the fire suppression systems prevented his apartment from burning down, their relationship was officially over. A dispute followed over the rights of the child and the once bright love turned into a guttural inferno of bitterness. Marcus stubbornly attempted to gain sole parental rights over the unborn child based on the technicality that it was conceived on Absalom Station on his private property. Bellaluna filed a counter lawsuit, claiming her status as a foreign dignitary gave her and her child immunity to Absalom laws. The start of the hearings was delayed by Bellaluna's lawyers for over a year to execute a classic Elven tactic- wait it out. Thus, Astrianna was born on Castrovel as an official citizen of Sovyrian, effectively dodging local Abasalom Station Law for parental rights. Still, Marcus was never one to give up, and the two figures waged war in Pact World court for several years, spending vast sums and commanding platoons of lawyers to figuratively die on each other's spears. Thanks to Marcus' connections the Judaical body for Pact Law became involved, whose duties typically involve passing judgments for sentient right infringements in the Pact Worlds. Unfortunately, the ruling did not end in his favor. Due to Astrianna's birth on Castrovel, and her mother's immunity, the typical laws for custody on Absalom Station alone could not be applied. Devastated, Marcus begun a decade long campaign lobbying the Pact Council to change the laws on the premise that this was a multi-world issue and would happen again. Meanwhile, Astrianna grew up a happy child on the outskirts of the Elven capital city of El on the Sparacello estate, blissfully unaware of the controversy surrounding her. No one knows how long the Sparacellos had been making wine, but not only did they own the finest vinyards on Castrovel, but they had the money to show for it. The young half-elf wanted for nothing, besides perhaps some more attention from her mother. Due to the diplomat's busy schedule, Astrianna was mostly raised by her much older, pure Elven half-sister Delshandra and her half-elven half-brother Aubron. Marcus' lobbying finally succeeded in AG 297 after the Sovyrian nation declined to intervene on the matter in the Pact Council; the Astrianna Act stated that any soul brought to the material plane through reproductive processes within the jurisdiction of the Pact Worlds is the dependent of all those responsible for the reproductive act regardless of planetary origin, citizenship status, or legal immunity. The act passed shortly after Astrianna's 15th birthday, and while she was aware of her father, she was now old enough to understand the significance of the law and the story between her parents. She soon boldly requested of her mother that she meet her father, and to her surprise, Bellaluna agreed on he principle that Astrianna was nearly an adult and should start making her own choices. She had been off world for plenty of family resort vacations, but her first taste of Absalom Station was a something she could never get out of her mouth. It was a roiling sea of sentient life or such flavor and variety it was hardly believable. It was already a shock seeing so many different races after spending her formative years in the highly guarded Elven territories of Sovyrian, but the different cultures and languages fascinated her. Her father, while dour in her opinion, was overjoyed to finally see more than a picture of her, and he was eager to entertain her with things she had never seen in the Arcanamirium. After this Astrianna often accompanied her mother on diplomatic missions to Absalom to visit her father, and over time he convinced her to enroll in the technomancer college as she became an adult. Unfortunately for Marcus' expectations, Astrianna was not a model student. The newfound freedom of dormitory life combined with the overwhelming variety of sights and sounds of Absalom meant she spent her four semesters at the school attending every party, making it her goal to be the absolute life of every party, indulging in every strange substance at the party, meeting and befriending incredible volumes of people, and utterly failing most of her classes. It slowly occurred to her father that perhaps this wasn't her calling, she was never going to graduate, and this would reflect poorly on everyone if she unceremoniously dropped out. Quietly, Marcus convinced the Arcanamirium Scholarly Council to erase Astrianna's poor record and act as if she never attended in the first place. The half-elf didn't learn much in the way of magic at the college, but she did take a liking to computers. Her electives on video editing, production, and manipulation software were some of the few she regularly attended without a hangover, and her capstone project for the end of the Sophomore semester earned her accolades from her peers and professors. That applause when the credits rolled on her video (a brief documentary on the Astrianna Act, which she was privy to insider interviews), gave her a high that no stim has been able to replicate. She returned to Castrovel after vanishing from the Arcanamirium's student registry, believing she had found her calling- making videos. None of the videos seemed to impress the hundreds of corporations and publishers she sent her work to, probably because all of them were about herself and her life. Astrianna failed to see the problem with this, because not only did her Astrianna Act documentary get a 100% score in her video production class, but she was convinced her life was incredibly interesting and everyone should be fascinated by it. Seeing the success of vloggers on the Infosphere, who seemed to be making the exact kind of content she was pitching to publishers but actually making money off of it, Astrianna decided to throw her on personality into the saturated mix of eccentric personalities. She was determined to come out on top, because how could she not? Family: Bellaluna Sparacello: ~450? year old Sovyrian Elf, diplomat of legendary
Delshandra Sparacello: 187 year old Sovyrian Elf, traditionally schooled Elven musician with an experimental streak. Half-sister Aubron Sparacello: 90 year old Sovyrian half-elf, one of several accountants for the estate's business holdings, down-to-earth and responsible. Half-brother. Marcus "Red Wyrm" Finley, 77 year old Absalom technomancer and Syndicsguild representative of the Arcanamirium. Father. Appearance:
Astrianna stands at 5'9”, her delicate elf-like frame weighing approximately 115 lbs. Shining emerald eyes are deep and beautiful; their ability to convey emotion is matched only by her incredibly expressive face. Today jet black hair reaches down to her shoulders, often brushing her high, bronzed cheekbones when not put up for convenience sake. Of course, tomorrow it could be purple, or aubburn, or florescent pink! She is 35 standard years old (born AG 282), and makes sure everyone knows her birthdays- Sarenith 13th and Neth 25th. Due to Castrovel's orbit being twice as quick as the Standard Year, she claims her birthday technically occurs twice. Outfits: Color scheme: usually green and gold A perfectly fitted dark green duster makes up the bulk of her outfit, buttoned up and tied at the waist by a dull yellow silk belt. She wears her usual black leggings underneath, though they are nearly invisible under her dark brown knee-high lace-up boots. A small, shimmering, golden scarf wraps around her thin neck like a pet python, and a wide-brimmed, dark green royal derby hat hangs low off to the side of her head, making the illusion it was weighed down by a bundle of bright golden ribbon and black feathers. Her makeup was focused primarily on her eyes- black eyeliner on the bottom lids, flaring out to short curved points on the sides, and a bright gold on the top lids. Personality:
Astrianna's psychology is based off the following personality traits:
Astrianna enjoys the thrill of the unknown, the excitement of taking risks, and hearing praise for anything she does. Being raised on a luxurious vineyard-estate on Castrovel, and being waited on hand and foot, has caused her to be quite self-centered. She expects to be the center of attention, and if she's not, she'll change that. She responds negatively to criticism about her skills, and outright hostility to critique on her physical appearance, believing such commenters to be jealous or trying to put her down. Astrianna may try to solve a small problem herself, even if she has no idea what she's doing, usually ignoring or outright refusing help out of a desire to prove how great she is. However, she understands that teamwork is required to tackle larger (or more dangerous) problems, and once the dust is settled she will be quick to point out her own contributions then fairly credit those that made the success possible. She has a knack for understanding what people want to hear, and fully exploits it. She can flatter and coerce almost anyone into liking her, and subsequently make them see how doing things her way is a good idea for them without revealing how much it benefits her. Most of her goodly acts are performed simply to get others to like her more, or with the expectation an award will follow. Otherwise, the woman will seek the quickest way to maximum prestige and profits. Astrianna's views men as useful and expendable, a trait she picked up from her mother- when one man starts to become boring or begins to expect things from you, it's time to find another. While Astrianna loves the attention of men and their flirtations, she will likely never be in a serious relationship or marry for fear of falling into a routine and cutting off her options. She typically only enters into short-term relationships with those who respect and appreciate her until her fear of commitment inevitably ruins it. Though occasional fling with someone exotic or exciting is a welcome indulgence, similar to sampling a new drink in a strange land. Questions to answer: -What do you consider your greatest achievement? She swears she outdrank a Dwarf once. Swears it. -What is your idea of perfect happiness? Having a huge audience hanging on your every word. -What is your usual state of mind? Typically moody and impulsive. -What is your favorite occupation? Being broadcast live on the Infosphere! -What is your most treasured possession? A holo-image of her and her Elven family on vacation in Verces -What or who is the greatest love of your life? The freedom to choose. -What is your favorite journey? Her first trip to Absalom station. -What is your most marked characteristic? Her expressive face, which can display a dazzling range of emotions and thoughts at her whim- or conceal said thoughts and emotions. -When and where were you the happiest? When the views are climbing faster than the eye can count! -What is it that you most dislike? Routine and ennui. -What is your greatest fear? Being trapped or forced to serve another, either physically or metaphorically. -What is your greatest extravagance? Seriously she outdrank a Dwarf. She almost had to go to a reconstruction vat afterwards. Really. -What do you regard as the lowest depth of misery? Being so upset or depressed that nothing can make you smile. -What is the quality you most like in a man? Listens to everything she has to say. -What is the quality you most like in a woman? Listens to everything she has to say. -What is the trait you most deplore in yourself? Difficulty making true friends. -What is the trait you most deplore in others? Those critical of how she does things. -What do you most value in your friends? Actually cares about her feelings, instead of just paying lip-service. -What do you consider the most overrated virtue? Honesty. Truth is preception. -On what occasions do you lie? Usually between waking and sleeping. -Which words or phrases do you most overuse? Curse: Shelyn's tits! -If you could change one thing about yourself, what would it be? Be able to hold more liquor without passing out. -How would you like to die? Singing, laughing, and dancing. -If you were to die and come back as a person or thing, what do you think it would be? A bird. Preferably one that can fly through space. -What is your motto? We're all stars- some shine brighter than others. Character planning:
Feats: Deadly Aim Far Shot Fleet Kip up Mobility Weapon Focus Toughness Stuff: Serum of Enhancement: Diplomat Serums of Healing Ship stats:
SUNRISE MAIDEN (TIER 3) Medium explorer Speed 10; Maneuverability good (turn 1); Drift 1 AC 13; TL 13 HP 55; DT n/a; CT 11 Shields Light 60 (forward 15, port 15, starboard 15, aft 15) Attack (Forward) gyrolaser (1d8) Attack (Aft) flak thrower (3d4) Attack (Turret) heavy laser cannon (4d8) Power Core(s) Pulse Green (150 PCU); Drift Engine Signal Basic; Systems basic medium-range sensors, crew quarters (good), mk 3 armor, mk 3 defences, mk 1 duonode computer (tier 1); Expansion Bays cargo hold (2), escape pods, recreation suite (hac) Modifiers +1 any two checks per round, +2 Computers, +1 Piloting Group Loot:
53244 credits 100 feet of adamantine cable an advanced medkit a pouch of nine plasma sapphires worth quite a bit of credits each, all shineing with the light equal to a beacon without using any power source
Sys-wide comm Runeworm Stone of the Warlord -------------
800 UPBs 4 bars of silver (4800 credits) (10 bulk of cold iron ore (1125 credits) (10) engineering tool kit Industrial Backpack (with good dwarven lock but no key) containing Duravor Kreel's identification documents (60) Field Rations
(1) Arc Emitter (2) Simple locks (for the Mobile Hotliers): 200 credits (2L bulk) (4) Hygiene Kit (4 bulk) (2) Mobile Hotlier (2 bulk) (60) Rounds, Small arm (2L) (50) Rounds, Longarm and Sniper (2L) (1) Mk1 upgrade (1) Spider Harness Powered Armor (1) brown force field, (1) pulsecaster pistol (1) red star plasma rifle (1) tactical acid dart rifle (1) utility scattergun (1) Frostbite Rifle (3) Batteries (1) sintered longsword -minor disruption pistol with 2 kishalee batteries,
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